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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Super Mario World hacking - Should FuSoYa port Lunar Magic to other OSes? | |
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Exactly what the topic says, make LM available to people that don't use Windows without needing WINE/Windows emu?
Yes, make it available to everyone!
 
39.5%, 15 votes
No, keep it to Windows users!
 
21.1%, 8 votes
Undecided... uh... PIE!
 
39.5%, 15 votes
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Posted on 05-26-04 01:55 AM Link | Quote
I wonder, how well works Lunar magic in Wine? I'm gonna test that myself as soon I get Wine running thought.

Actually, unless it's easy to port it to Linux and such. I think it's out of the question. Especially since FuSoYa dosen't seems to have any intrest in Linux.
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Posted on 05-26-04 02:44 AM Link | Quote
It'd be nice but I doubt he wants to do all that work. He also doesn't want to release the source code. So... Why not release all the SMW data he's been hoarding (including things LM does like ASM hacks), so people can make their own SMW editors for other OSes?
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Posted on 05-26-04 04:51 AM Link | Quote
Originally posted by dan
If someone really wants to run Lunar Magic, why not install Windows, and only boot into it when you want to use LM. You can have more than one operating system on a PC, you know.
If you use Windows for JUST Lunar Magic, I call that redundancy. WINE or a decent port of LM's code would be smart.

Originally posted by HyperHacker
Why not release all the SMW data he's been hoarding (including things LM does like ASM hacks), so people can make their own SMW editors for other OSes?
This is a smart man. =)
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Posted on 05-26-04 05:19 AM Link | Quote
Every time you pester FuSoYa, God cancels a hack.
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Posted on 05-26-04 06:07 AM Link | Quote
lol @ Squash Monster

And assuming that Fu wrote Lunar Magic in C++, which I think he did, it should be relatively simple to port it to Linux. I'm not sure about Macs, though.
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Posted on 05-26-04 07:00 AM Link | Quote
Porting to OS X, to my understanding, consists of replacing Windows API calls with calls to CarbonLib. My Mac knowlage is horribly rusty, though.

Assuming he has the Mac devkit installed on a readilly available machine, Fu probably could do it without nearly as much trouble as one would think. It's still a lot of work to ask of him, and a lot more than we've given in return.

When/if I learn Mac programing, I'll pester Fu to let me port the app. Untill someone makes that offer... read my previous post.
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Posted on 05-26-04 08:22 AM Link | Quote
Originally posted by HyperHacker
So... Why not release all the SMW data he's been hoarding (including things LM does like ASM hacks), so people can make their own SMW editors for other OSes?


Because it's in multiple places and formats, so putting it all together and explaining it would be a project in and of itself?

I started out with the sole intention of creating an editor, not comprehensively documenting the ROM in a way that someone other than myself would be able to understand it. My initial notes are all on plain paper (and before you ask, no I don't have a scanner). A few months after that, I switched to text files on my computer since it was easier to keep them together with the ASM traces. For things like the objects, I simply labeled in the trace what they were and included what few notes I made in the source itself while recreating them. My initial SNES ASM hacks were done in SPASM - meaning no commented source code (which I eventually realized was a bad idea, so I switched compilers to something that used source files and wouldn't crash so often - but consequently it was rather annoying when years later I needed to replace some of the earlier ASM code and didn't have any source for it). Some of the things I found were only done by request, so they're in my old email. And many, many things I found while looking through ASM traces of the game in the earlier days of the editor simply weren't documented at all.

As far as porting goes, in the time it would take to do it properly I could probably get a pretty good head start on a whole new editor for another game. The source code is more C than C++, and is filled with win32 specific calls. That, and a fair amount of the code depends on the little endian format, which would cause problems on the newer Macs since they're big endian IIRC. And I don't have a Mac to begin with.

And I'm not planning to release the source to anyone for various reasons, most of which have been brought up before (don't wish to proofread it for release, easter eggs would be revealed, and just plain don't want to).

So, to summarize: I don't intend to put together a bunch of SMW data for release, port Lunar Magic to another OS, or release the source code.


There, now if someone asks about it again in the future, we can just direct them to this thread.
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Posted on 05-26-04 03:44 PM Link | Quote
Awwww =(
Well, can someone tell me how to get LM to run faster in WINE then?
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Posted on 05-26-04 08:15 PM Link | Quote
Originally posted by Knuckles T15X
Well, can someone tell me how to get LM to run faster in WINE then?
Simple. Get a faster computer or a lighter system. More RAM will always help, unless it's already insanely high.
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Posted on 05-28-04 02:16 PM Link | Quote
The central work that a rom editor does is not dependent upon what operating system you're in (Unless your processor Really Really Really sucks.) Hence the problem of porting is one of making the GUI all over again. If someone wanted to do that I'm sure they would approach FuSoYa. Unless you're personally willing to do that I wouldn't ask it of others.
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Posted on 05-28-04 10:09 PM Link | Quote
I'm afraid that's completely wrong. All API calls need to be changed to match the new OS, and if it's a different CPU, it has to be recompiled for the new instruction set. Essentially you have to make a whole new version.
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Posted on 05-28-04 10:48 PM Link | Quote
Originally posted by FuSoYa
Originally posted by HyperHacker
So... Why not release all the SMW data he's been hoarding (including things LM does like ASM hacks), so people can make their own SMW editors for other OSes?


Because it's in multiple places and formats, so putting it all together and explaining it would be a project in and of itself?

I started out with the sole intention of creating an editor, not comprehensively documenting the ROM in a way that someone other than myself would be able to understand it. My initial notes are all on plain paper (and before you ask, no I don't have a scanner). A few months after that, I switched to text files on my computer since it was easier to keep them together with the ASM traces. For things like the objects, I simply labeled in the trace what they were and included what few notes I made in the source itself while recreating them. My initial SNES ASM hacks were done in SPASM - meaning no commented source code (which I eventually realized was a bad idea, so I switched compilers to something that used source files and wouldn't crash so often - but consequently it was rather annoying when years later I needed to replace some of the earlier ASM code and didn't have any source for it). Some of the things I found were only done by request, so they're in my old email. And many, many things I found while looking through ASM traces of the game in the earlier days of the editor simply weren't documented at all.

As far as porting goes, in the time it would take to do it properly I could probably get a pretty good head start on a whole new editor for another game. The source code is more C than C++, and is filled with win32 specific calls. That, and a fair amount of the code depends on the little endian format, which would cause problems on the newer Macs since they're big endian IIRC. And I don't have a Mac to begin with.

And I'm not planning to release the source to anyone for various reasons, most of which have been brought up before (don't wish to proofread it for release, easter eggs would be revealed, and just plain don't want to).

So, to summarize: I don't intend to put together a bunch of SMW data for release, port Lunar Magic to another OS, or release the source code.


There, now if someone asks about it again in the future, we can just direct them to this thread.



So, you're saying that there's plenty more Easter Eggs that haven't been discovered yet? I wonder what else LM is hiding (I hope there's something really good ).


(edited by Atma X on 05-28-04 01:49 PM)
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Posted on 05-28-04 11:23 PM Link | Quote
Originally posted by FuSoYa


Because it's in multiple places and formats, so putting it all together and explaining it would be a project in and of itself?

I started out with the sole intention of creating an editor, not comprehensively documenting the ROM in a way that someone other than myself would be able to understand it. My initial notes are all on plain paper (and before you ask, no I don't have a scanner). A few months after that, I switched to text files on my computer since it was easier to keep them together with the ASM traces. For things like the objects, I simply labeled in the trace what they were and included what few notes I made in the source itself while recreating them. My initial SNES ASM hacks were done in SPASM - meaning no commented source code (which I eventually realized was a bad idea, so I switched compilers to something that used source files and wouldn't crash so often - but consequently it was rather annoying when years later I needed to replace some of the earlier ASM code and didn't have any source for it). Some of the things I found were only done by request, so they're in my old email. And many, many things I found while looking through ASM traces of the game in the earlier days of the editor simply weren't documented at all.


There is no need to make a big project out of it. Just post the electronic notes and let someone else put them together and explain them.


As far as porting goes, in the time it would take to do it properly I could probably get a pretty good head start on a whole new editor for another game. The source code is more C than C++, and is filled with win32 specific calls. That, and a fair amount of the code depends on the little endian format, which would cause problems on the newer Macs since they're big endian IIRC. And I don't have a Mac to begin with.

And I'm not planning to release the source to anyone for various reasons, most of which have been brought up before (don't wish to proofread it for release, easter eggs would be revealed, and just plain don't want to).


Proofreading is not required to release source code. Many people don't seem to realize this.

The easter eggs are already well known. There is no reason to keep them secret anymore. Also, as I have said before, if preserving the integrity of the lockout feature becomes a reason for withholding of the source, then the creation and distribution of a lock removal tool can be arranged.

Just plain not wanting to release the source makes no sense. Releasing the source is a win-win move. You win because you can move on without having people nag you for improvements. The SMW hacking community wins because improved editors can be made without duplicating work.


So, to summarize: I don't intend to put together a bunch of SMW data for release, port Lunar Magic to another OS, or release the source code.


There, now if someone asks about it again in the future, we can just direct them to this thread.



... and leave it open even if bumped.
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Posted on 05-28-04 11:55 PM Link | Quote
FuSoYa,
I suppose I could understand not giving the source out to anyone if you are afraid of people just ripping off of it, but the easter egg thing, as others have mentioned, I'd just like to say something about that:

1) Haven't all of them been discovered, and even put neatly into poetry form?
2) If they haven't all been discovered, why the hell would you want them to be kept secret for so long? Isn't the editor supposed to be helping fellow SMW hackers make decent hacks? If you keep things hidden from them, it makes it harder for them to do so.
3) If you don't want to explain everything you did in making LM, why don't you just release the source and have someone else explain it? Or if you don't want that, why not release it and have it as a learning tool? Ever hear of helping fellow coders? Now, again, if you are afraid of ripping off, then, well, perhaps you could just let that be known more clearly, and then anyone who would rip off, well, just look at what has been said about the Yoshi's Isle editor. The interface for it seems to be almost the same so far (oh, and there's not even an actual editor on it yet ), and many people have been mad at ChaosFlare for doing that. So, if someone WERE to rip off of LM, they would be forcing themselves to lose credibility and then get disrespected by other coders.

That having been said, I seriously would like to know what would be wrong with releasing the source. And I wouldn't even look at it myself, but still, I'm sure other coders would. And please, don't use "I just don't feel like it" as your reason, because... that's cheap. Not to be an asshole, but I seriously must wonder these things. And please, no one flame me just because I inquire about LM's source. I'm not being "blasphemous" to teh programming god or whatever, I'm just curious.
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Posted on 05-29-04 04:15 AM Link | Quote
Originally posted by Jesper
Originally posted by Knuckles T15X
Well, can someone tell me how to get LM to run faster in WINE then?
Simple. Get a faster computer or a lighter system. More RAM will always help, unless it's already insanely high.
I have 384MB RAM and a 1.2GHz processor (Celeron, PLEASE DON'T BASH ME PC FREAKS), I don't know why WINE would cause LM to run so sluggishly.
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Posted on 05-29-04 04:25 AM Link | Quote
...forgive me for not reading the topic, but are you running Linux or a Macintosh?
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Posted on 05-29-04 08:36 AM Link | Quote
Going with what Kefka said, I believe his words to be true. Fu, I do support going open source, but here's an idea. Don't release to every lamer you see. Give it to those trusted, that way, you are safe from being ripped off. No ego hit, no security risk. There, I've stated my two cents.


(edited by Lenophis on 05-29-04 04:21 AM)
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Posted on 05-29-04 09:03 AM Link | Quote
Fu: If you "fear" being ripped off by going open source: zlib rocks!
Now that's out of the way...

zztman: WINE only really works on Linux x86, for it doesn't emulate the CPU (thus the name Wine Is Not an Emulator [Though in the sense of giving programs the Win16/Win32 APIs, it is ]). There is a project for Darwin/Mac OS X, yes. I have no idea where they are though, because they're going to have to emulate x86 functions.

And I have another idea: Why doesn't some one/group change stuff via Lunar Magic, compare in hex editor, write notes, etc. This way, it can be essencially reverse-engineered to figure out what Lunar Magic does. Though it won't tell how.
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Posted on 05-29-04 10:21 AM Link | Quote
Originally posted by FreeDOS
And I have another idea: Why doesn't some one/group change stuff via Lunar Magic, compare in hex editor, write notes, etc. This way, it can be essencially reverse-engineered to figure out what Lunar Magic does. Though it won't tell how.


I created a file that shows, using hex dump snippets, what is changed by locking a SMW ROM. Does anyone want to see it?
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Posted on 05-29-04 12:39 PM Link | Quote
Originally posted by Cellar Dweller
Originally posted by FreeDOS
And I have another idea: Why doesn't some one/group change stuff via Lunar Magic, compare in hex editor, write notes, etc. This way, it can be essencially reverse-engineered to figure out what Lunar Magic does. Though it won't tell how.


I created a file that shows, using hex dump snippets, what is changed by locking a SMW ROM. Does anyone want to see it?


Yes, please show me. I've been wanting to know this for a while now.
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